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13 chapters

Agents Guide

Members only

What a player needs to build an Agent and play

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1Introduction to MADpunk Members only

  1. 1.1What the Agent’s Guide includes
  2. 1.2Agents and the Handler
  3. 1.3The Doomsday Clock

2Core mechanics Members only

  1. 2.1Characteristic Rolls and Difficulty Factors
  2. 2.2Critical results
  3. 2.3Fumble Rolls
  4. 2.4Advantage and disadvantage
  5. 2.5Rerolling with Willpower Points
  6. 2.6Skill Challenges
  7. 2.7Skill Contests
  8. 2.8Plot Rolls

3Agents Members only

  1. 3.1What is an Agent?
  2. 3.2Basic Characteristics
  3. 3.3Defense
  4. 3.4Vitality and Health Points
  5. 3.5Aging
  6. 3.6Willpower and Willpower Points
  7. 3.7Characteristic modifiers
  8. 3.8Affiliation and sides
  9. 3.9Faction Strengths and obligations

4Red Bloc Members only

  1. 4.1Vol’framin
  2. 4.2Sparrow

5Blue Bloc Members only

  1. 5.1EVERYMAN
  2. 5.2Saint Daniels
  3. 5.3Second-Men

6Third World Members only

  1. 6.1Dutchmen

7Agent creation Members only

  1. 7.1Identity and affiliation
  2. 7.2Starting Willpower
  3. 7.3Buying traits
  4. 7.4Characteristics and aging
  5. 7.5Native Language and Masteries
  6. 7.6Skill Points and age limits
  7. 7.7Starting equipment
  8. 7.8Personality Aspects

8Skills Members only

  1. 8.1Skill levels
  2. 8.2Masteries
  3. 8.3Skill Points during Agent creation
  4. 8.4Age-based skill limits during character creation
  5. 8.5Specialties
  6. 8.6General skills
  7. 8.7Academic skills
  8. 8.8Professional skills
  9. 8.9Martial skills
  10. 8.10Vol’framin Yadro skills
  11. 8.11Palace of Sparrows skills
  12. 8.12Saint Daniels Mystic skills
  13. 8.13Second-Men Espionage skills
  14. 8.14Skill advancement

9Traits Members only

  1. 9.1Buying Strengths and Weaknesses
  2. 9.2Physical Strengths
  3. 9.3Mental Strengths
  4. 9.4Social Strengths
  5. 9.5Economic Strengths
  6. 9.6Professional Strengths
  7. 9.7Special Strengths
  8. 9.8Physical Weaknesses
  9. 9.9Mental Weaknesses
  10. 9.10Social Weaknesses
  11. 9.11Economic Weaknesses
  12. 9.12Professional Weaknesses
  13. 9.13Special Weaknesses
  14. 9.14Personality Aspects

10Equipment Members only

  1. 10.1Starting equipment and availability
  2. 10.2Active and passive modifiers
  3. 10.3Equipment Armor and durability
  4. 10.4Uses and energy costs
  5. 10.5Equipment quality and price
  6. 10.6Repairing and upgrading equipment
  7. 10.7Salary and equipment budget
  8. 10.8Standard equipment
  9. 10.9Firearms
  10. 10.10Melee weapons and tools
  11. 10.11Thrown weapons and explosives
  12. 10.12Protection and clothing
  13. 10.13Tools and utilities
  14. 10.14Medicine, drugs, and consumables
  15. 10.15Vehicles
  16. 10.16Advanced equipment

11Powers Members only

  1. 11.1Sources of power and incompatibilities
  2. 11.2Major and minor mutations
  3. 11.3A mutation’s associated characteristic
  4. 11.4Radiation and mutation advancement
  5. 11.5Mutant exposure
  6. 11.6Mutant overload
  7. 11.7EVERYMAN Capsules
  8. 11.8Major and minor psychotronic powers
  9. 11.9Pushing a psychotronic power
  10. 11.10Psychotronic Fumble Rolls
  11. 11.11Psychotronic exposure
  12. 11.12Psychic damage and wounds
  13. 11.13Healing psychic wounds
  14. 11.14Core-Powered Machinery
  15. 11.15Core uses and replacement
  16. 11.16CPM energy requirements
  17. 11.17Radiation emitted by CPM
  18. 11.18CPM Fumbles and damage
  19. 11.19Vol’framin use of CPM
  20. 11.20Types of Core-Powered Machinery

12Combat and health Members only

  1. 12.1Combat rounds and phases
  2. 12.2Initiative phase
  3. 12.3Action phase
  4. 12.4Attack Rolls and Defensive Rolls
  5. 12.5Damage and wound severity
  6. 12.6At death’s door
  7. 12.7Damage types
  8. 12.8Healing and recovering Health Points
  9. 12.9Medical assistance and recovery limits
  10. 12.10Wound healing rolls
  11. 12.11Healing in characters over 60

13Radiation Members only

  1. 13.1Radiation Points and Radiation Marks
  2. 13.2Radiation Exposure Rolls
  3. 13.3Removing radiation
  4. 13.4Radiation in mutants and psychotronics

MADpunk // Agents Guide // 13 chapters

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